Delay on Arty shell or Half Dmg to units.

Discussion in 'Feedback' started by zachtos, May 10, 2006.

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How should we dampen the power of artillery versus units?

  1. Lower Damage versus units by 40-60%

    14 vote(s)
    66.7%
  2. Place a delay on the detonation of shells on impact

    7 vote(s)
    33.3%
  1. zachtos

    zachtos Member

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    Artillery shells do too much damage to tanks and infantry. They are designed to be siege weapons and they are overpowering tanks in the field in situations in which they should not. Typical RTS siege weapons are designed to be weak against units and do small damage to units in turn. They really are designed to SIEGE BUILDINGs nothing more. This overpowered unit needs some tweaking.
     
  2. dizzyone

    dizzyone I've been drinking, heavily

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    sounds like a good solution, but what if they limit turretspams, wouldnt arty be a bit useless when there arent much buildings?
    Tbh id rather see him not being able to shoot straight up or straight down, and maybe one armorplate less, than him not being able to kill tanks.
     
  3. [RTFM]Major_Tom_CosmicBlu

    [RTFM]Major_Tom_CosmicBlu Member

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    I think, first is a good idea, but with other numbers.
    Arty should do about 80% of the damage it does now.
     
  4. Jimather

    Jimather Member

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    this is not the way to fix arty. they are supposed to be powerful guns, the problem at the moment is that they are not difficult to use.

    increase the minimum range, force them to be totally still before firing, make the shells arm halfway through their arc, lower the armor capability, add random windage to the shells, slow them down, add an incoming whistle, decrease rof.

    anything but lower the damage caused.
     
  5. [RTFM]Major_Tom_CosmicBlu

    [RTFM]Major_Tom_CosmicBlu Member

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    Lower area of effect?
    The arty has to be deployed before it can fire?
     
  6. zachtos

    zachtos Member

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    Seems like just doing half damage to units is a QUICK and EASY fix for now. Just throw in a modifier like bio has where everything has 0.5 or something. Or cut the damage and half and give it a siege damage modifier, have siege damage modifier for each building so some buildings may be weaker then others!
     
  7. The Buttery Lobster

    The Buttery Lobster Drama Queen.

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    I'm not voting, because i don't know if either option is good. This is a bad poll. You need a 'some other change' option.
     
  8. Solokiller

    Solokiller Member

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    Shells should activate on impact.
     
  9. palehorse864

    palehorse864 Member

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    This is not the way to mess with arty, and we shouldn't do "temporary fixes just for the moment" because it just means that we're likely to end up with a screwed up balance later.

    If anything, increase the minimum firing angle and increase the power of the charge behind the shells so you can't effectively shoot anything short range. You must go out at range out of sight of your target to attack.
     
  10. Jkun

    Jkun Ban Hammer Manor Ruler

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    That has my vote. I hate seeing artillery used like any other tank.
     
  11. Jn.

    Jn. Member

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    Increase the angle, and make artillery very slow and not quick. As of now, all arty has to do is pop off a few shots and run away. If their speed was greatly decreased, they would need to rely on friendlies to deter incoming enemies, or at least to distract the enemy as the arty makes its escape.
     
  12. Artemas Ward

    Artemas Ward Member

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    Bingo. The above is the way to go.

    Now, if the arty had to be deployed to use...well, first off the chassis would need a turret, which could be turned within a 60 degree field of fire (or so). Add a much higher minimum distance and you have some REAL arty.

    Other than that, decreasing damage is a silly idea, and I'm not sure I even understand the other one, so no.
     
  13. Jimather

    Jimather Member

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    60 degrees is too much, i can cover a huge area of the battlefield without moving like that, i should be forced to mentally select my target, turn the entire tank to face it, take 1-3 seconds to apply the brakes and deploy my gun and then only be given a very small amount of horizontal movement for slight corrections.

    when i want to move, i need 1-3 seconds to start moving again and then i have 360 degree vision but the actual gun aim is not affected.
     
  14. Artemas Ward

    Artemas Ward Member

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    60 degrees is not too much, but 20 to 40 degrees might be better. Remember, when the artilley is in this deployed state, they cannot move. It would take 4-8 seconds to deploy, and undeploy. As things are now, arty cannot be deployable because thay gave no turning turrets. If arty does become deployable, there needs to be at least 20 degrees in turret rotation, in order to select different targets within the same area.

    On the other hand, if the arty gets long range shells, then those 20 degrees becomes a rather large area. But what if only the smallest of shells is available?
     
  15. Jimather

    Jimather Member

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    if he wants to select a different target, its quite fair to force him to have to move.

    given the distance involved with arty shots, even a 20 degree arc of fire still covers a large area with any shell type, and remember we are trying to seriously hamper the artys killing capability. they shouldnt be capable of rapidly switching between widely spaced targets or they become too strong.
     
  16. Artemas Ward

    Artemas Ward Member

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    There is nothing wrong with the killing power of artillery. The problem lies with the fact that artillery can A) be used as assault tanks, and B) they are just as fast as other tanks.

    Now, as for my idea, 20 to 30 degrees is my revised number. Remember, if it takes 6 seconds for arty to undeploy, then they are sitting ducks for any sort of sneaky people. Or even a tank.
     
  17. Jimather

    Jimather Member

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    there must be a problem with the killing power of artillery or there wouldnt be so many threads and posts on the subject.

    i dont want to reduce the damage it causes i want to reduce its ease of use.

    but i am all for 20-30 degrees.
     
  18. Artemas Ward

    Artemas Ward Member

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    Great, so how long should it take to deploy? I said 4-8 seconds. Do you think that is long enough? As well, the speed should be reduced.
     
  19. Jimather

    Jimather Member

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    i would go with the lower end of that range definitely, we only need to stop the arty from being able to fire on the run and send shells all over the map quickly, not make it real boring for the driver.
     
  20. Jn.

    Jn. Member

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    I'd say maybe 3 second deploy, and a 2 second retract for the stabilizers or whatever we shall call these mechanisms. I think a four second deploy is a bit too long, and 8 seconds would just be ludicrous. In game, seconds are very long. I believe that a 2 second retract time gives the arty enough time to start getting away from attackers, but with its decreased speed it won't stand much chance without backup anyway. It needs some sort of quickness to it. I'm starting to notice a resemblance to the tanks in starcraft, albeit normal tank mode. I like it :)
     

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